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using System;
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using Cpp2IlInjected;
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namespace UnityEngine.Rendering.Universal
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{
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// Token: 0x02000046 RID: 70
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[Token(Token = "0x2000040")]
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[VolumeComponentMenu("Post-processing/Motion Blur")]
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[Serializable]
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public sealed class MotionBlur : VolumeComponent, IPostProcessComponent
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{
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// Token: 0x060000E0 RID: 224 RVA: 0x000029B8 File Offset: 0x00000BB8
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[Token(Token = "0x60000D8")]
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[Address(RVA = "0x1F25D60", Offset = "0x1F24B60", VA = "0x181F25D60", Slot = "8")]
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public bool IsActive()
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{
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return default(bool);
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}
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// Token: 0x060000E1 RID: 225 RVA: 0x000029D0 File Offset: 0x00000BD0
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[Token(Token = "0x60000D9")]
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[Address(RVA = "0x403930", Offset = "0x402730", VA = "0x180403930", Slot = "9")]
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public bool IsTileCompatible()
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{
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return default(bool);
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}
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// Token: 0x060000E2 RID: 226 RVA: 0x00002050 File Offset: 0x00000250
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[Token(Token = "0x60000DA")]
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[Address(RVA = "0x1F25DD0", Offset = "0x1F24BD0", VA = "0x181F25DD0")]
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public MotionBlur()
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{
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}
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// Token: 0x04000178 RID: 376
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[FieldOffset(Offset = "0x38")]
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[Token(Token = "0x4000155")]
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[Tooltip("The motion blur technique to use. If you don't need object motion blur, CameraOnly will result in better performance.")]
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public MotionBlurModeParameter mode;
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// Token: 0x04000179 RID: 377
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[FieldOffset(Offset = "0x40")]
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[Token(Token = "0x4000156")]
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[Tooltip("The quality of the effect. Lower presets will result in better performance at the expense of visual quality.")]
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public MotionBlurQualityParameter quality;
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// Token: 0x0400017A RID: 378
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[FieldOffset(Offset = "0x48")]
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[Token(Token = "0x4000157")]
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[Tooltip("The strength of the motion blur filter. Acts as a multiplier for velocities.")]
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public ClampedFloatParameter intensity;
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// Token: 0x0400017B RID: 379
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[FieldOffset(Offset = "0x50")]
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[Token(Token = "0x4000158")]
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[Tooltip("Sets the maximum length, as a fraction of the screen's full resolution, that the velocity resulting from Camera rotation can have. Lower values will improve performance.")]
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public ClampedFloatParameter clamp;
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}
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}
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